Invent Superchemicals


You can mix up a formula that creates a Super effect.

Prerequisite: Int 17, Supertech Invention (power)

Benefit: You can make a dose of Superchemicals with any power that you can load into a device via Supertech Invention. The cost of the power must be 15CP or lower.

Inventing a superchemical requires a Laboratory and fresh materials, the cost of which is PDC 17 + the CP cost of the power. You make any and all choices about the power’s effect at the time when you build it, including ranks, enhancement, limitations, energy or damage types, etc.. The duration of any Superchemical is 2d4 rounds, minutes, or hours, depending on the Sustain time(s) listed in the power. A power in rounds gets 2d4 rounds, a power in minutes gets 2d4 minutes, etc.

Superchemicals come in one of three forms: potable, intravenous, or pill. Intravenous Superchemicals reduce the PDC by -2. Pills increase the PDC by +2.

The creation time of a Superchemical equals the CP cost of its power in hours.  Under emergency circumstances (i.e., during a game session), you can spend up to 16 hours a day building a Superchemical, but under normal circumstances (i.e., “down time” between games), you can work a maximum of 8 hours a day.

To actually create the Superchemical requires a Powercraft check. The DC is 10 + the total CP cost of the power you load into it (DC = 10 + CP cost).

Within any given seven-day period, the number of devices you can build is limited by the total CP cost of the powers you load into them. That number cannot exceed your Constitution modifier times ten. For example, if you have Constitution 18 (+4), then you cannot make more than 40CPs worth of devices in one seven-day period.

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